export const details = [{ title: '战技伤害', dmg: ({ talent }, dmg) => dmg(talent.e['单体伤害'], 'e') }, { title: '追加攻击伤害', dmg: ({ talent }, dmg) => dmg(talent.t['追加伤害'], 't') }, { title: '战技+引爆dot伤害', params: { isDot: true }, dmg: ({ talent, cons, weapon }, dmg) => { let plusDot = cons >= 6 ? 1.56 : 0 let weaponDot = weapon.name === '只需等待' ? (weapon.affix * 10 + 50) / 100 : 0 let eDmg = dmg(talent.e['单体伤害'], 'e') let dotDmg = dmg((talent.q['回合持续伤害'] + plusDot + weaponDot) * talent.e['额外持续伤害'], '', 'skillDot') return { dmg: eDmg.dmg + dotDmg.avg, avg: eDmg.avg + dotDmg.avg } } }, { title: '终结技伤害', params: { isDot: true }, dmg: ({ talent, cons, weapon }, dmg) => { let plusDot = cons >= 6 ? 1.56 : 0 let weaponDot = weapon.name === '只需等待' ? (weapon.affix * 10 + 50) / 100 : 0 let qDmg = dmg(talent.q['技能伤害'], 'q') let dotDmg = dmg((talent.q['回合持续伤害'] + plusDot + weaponDot) * talent.q['额外持续伤害'], '', 'skillDot') return { dmg: qDmg.dmg + dotDmg.avg, avg: qDmg.avg + dotDmg.avg } } }] export const mainAttr = 'atk,cpct,cdmg' export const defDmgIdx = 3 export const buffs = [{ title: '卡芙卡1命:目标受到的持续伤害提高30%', cons: 1, data: { dotEnemyDmg: 30 } }, { title: '卡芙卡2命:我方全体造成的持续伤害提高25%', cons: 2, data: { dotDmg: 25 } }, { title: '卡芙卡六命:持续伤害倍率提高156%', cons: 6 }, { title: '只需等待-游丝:游丝状态下,敌方目标陷入触电状态,每回合开始受到等同于装备者攻击力[dotData]%的雷属性持续伤害', check: ({ weapon, params }) => (weapon.name === '只需等待' && params.isDot === true), data: { dotData: ({ weapon }) => weapon.affix * 10 + 50 } }]